public RegularLevel(int currentWaterLevel, Dam dam) { WaterLevel = currentWaterLevel; lowerLever = 100; upperLever = 300; Dam = dam; }
public int Insert(Dam dam) { InsertCommand.Parameters["@DamID"].Value = dam.DamID; InsertCommand.Parameters["@DamName"].Value = dam.DamName; InsertCommand.Parameters["@Latitude"].Value = dam.Latitude; InsertCommand.Parameters["@Longitude"].Value = dam.Longitude; InsertCommand.Parameters["@Description"].Value = dam.Description; InsertCommand.Parameters["@Status"].Value = dam.Status; int returnValue = -1; try { InsertCommand.Connection.Open(); returnValue = (int)InsertCommand.ExecuteScalar(); } catch (SqlException ex) { Logger.Write(ex); } finally { InsertCommand.Connection.Close(); } return(returnValue); }
/** * Attach a dam to this location * * @param dam The dam being placed in the level */ public void AttachDam(Dam dam) { if (!inUse) { // Position the dam within hierarchy and game space to match the dam location Transform transform1; (transform1 = dam.transform).SetParent(transform.parent); var transform2 = transform; transform1.position = transform2.position; transform1.rotation = transform2.rotation; transform1.localScale = transform2.localScale; dam.Activate(dropOffBox); // The location is now in use and cannot be used by any other dam inUse = true; // Keep track of the dam for use later currentDam = dam; //print("Turn attached"); //placementTurn = GameManager.Instance.Turn; } else { Debug.Log("Trying to attach dam to in-use location -- this line should not be reached!"); } }
public int Update(Dam dam) { UpdateCommand.Parameters["@ID"].Value = dam.ID; UpdateCommand.Parameters["@DamID"].Value = dam.DamID; UpdateCommand.Parameters["@DamName"].Value = dam.DamName; UpdateCommand.Parameters["@Latitude"].Value = dam.Latitude; UpdateCommand.Parameters["@Longitude"].Value = dam.Longitude; UpdateCommand.Parameters["@Description"].Value = dam.Description; UpdateCommand.Parameters["@Status"].Value = dam.Status; int returnValue = -1; try { UpdateCommand.Connection.Open(); returnValue = UpdateCommand.ExecuteNonQuery(); } catch (SqlException ex) { Logger.Write(ex); } finally { UpdateCommand.Connection.Close(); } return(returnValue); }
protected void btnEdit_Click(object sender, EventArgs e) { DamTableAdapter DamTableAdapter = new DamTableAdapter(); Dam originalDam = DamTableAdapter.GetDamByID(Convert.ToInt32(Request["DamID"])); Dam Dam = new Dam(); if (IsValidData()) { Dam.ID = originalDam.ID; Dam.DamName = txtDamName.Text.Trim(); Dam.DamID = Guid.NewGuid().ToString(); Dam.Latitude = txtLatitude.Text.Trim(); Dam.Longitude = txtLongitude.Text.Trim(); Dam.Description = txtDescription.Text.Trim(); Dam.Status = "ACTIVE"; if (DamTableAdapter.Update(Dam) > 0) { ltlMessage.Text = "<div class=\"alert alert-success alert-dismissible\"><button type = \"button\" class=\"close\" data-dismiss=\"alert\" aria-hidden=\"true\">×</button> <h4><i class=\"icon fa fa-check\"></i> Alert!</h4> Sucessfully Updated <b>" + txtDamName.Text.Trim() + "</b>.</div>"; Response.Redirect("~/Dams/damlist.aspx"); } } }
public override void Run() { var dam = new Dam("Zapora Porabka (49.48.26N 19.12.07E)"); dam.WaterIncreased(70); dam.WaterDecreased(100); dam.WaterIncreased(150); dam.WaterIncreased(200); dam.OpenEmergencyGate(); }
protected void Page_Load(object sender, EventArgs e) { ltlMessage.Text = null; if (!IsPostBack) { DamTableAdapter DamTableAdapter = new DamTableAdapter(); Dam originalDam = DamTableAdapter.GetDamByID(Convert.ToInt32(Request["DamID"])); txtDamName.Text = originalDam.DamName; txtLatitude.Text = originalDam.Latitude; txtLongitude.Text = originalDam.Longitude; txtDescription.Text = originalDam.Description; ltlViewMap.Text = "<iframe width=\"100%\" height=\"500\" src=\"https://maps.google.com/maps?width=100%&height=500&hl=en&coord=" + txtLatitude.Text + "," + txtLongitude.Text + "&q=" + txtDamName.Text + "+(" + txtDescription.Text + ")&ie=UTF8&t=&z=14&iwloc=B&output=embed\" frameborder=\"0\" scrolling=\"no\" marginheight=\"0\" marginwidth=\"0\"></iframe>"; } }
public string GetSrcInfo(string damid, string apihost) { if (!string.IsNullOrEmpty(damid)) { List <Dam> dams = new List <Dam>(); Dam dam = new Dam { ID = damid, WebApiHostUrl = apihost }; dams.Add(dam); DAMCommon.SetDams(dams); } return(Utilities.GetProcessID()); }
// Use this for initialization void Start() { GameObject damObject = new GameObject("Dam"); damObject.transform.parent = transform; dam = damObject.AddComponent <Dam>(); dam.tilePrefab = (GameObject)Resources.Load("Cube"); GameObject rlogObject = new GameObject("ReadLog"); rlogObject.transform.parent = transform; rlog = rlogObject.AddComponent <ReadLog>(); rlog.dam = dam; rlog.prefabs.Add((GameObject)Resources.Load("Robot")); rlog.prefabs.Add((GameObject)Resources.Load("Battery")); rlog.prefabs.Add((GameObject)Resources.Load("Linemate")); rlog.prefabs.Add((GameObject)Resources.Load("Deraumere")); rlog.prefabs.Add((GameObject)Resources.Load("Sibur")); rlog.prefabs.Add((GameObject)Resources.Load("Mendiane")); rlog.prefabs.Add((GameObject)Resources.Load("Phiras")); rlog.prefabs.Add((GameObject)Resources.Load("Thystame")); }
public void copyBoard(Board originalBoard) { for (int y = 0; y < 8; y++) { for (int x = 0; x < 8; x++) { Pjäs pjäs = originalBoard.Pjäser[y, x]; if (pjäs == null) { continue; } else if (pjäs is Bonde) { Pjäser[y, x] = new Bonde(pjäs.färg); } else if (pjäs is Torn) { Pjäser[y, x] = new Torn(pjäs.färg); } else if (pjäs is Häst) { Pjäser[y, x] = new Häst(pjäs.färg); } else if (pjäs is Löpare) { Pjäser[y, x] = new Löpare(pjäs.färg); } else if (pjäs is Kung) { Pjäser[y, x] = new Kung(pjäs.färg); } else if (pjäs is Dam) { Pjäser[y, x] = new Dam(pjäs.färg); } } } }
/** * Attach a dam to this location */ public void AttachDam(Dam dam) { if (!inUse) { // position the dam within hierarchy and game space to match the dam location dam.transform.SetParent(transform.parent); dam.transform.position = transform.position; dam.transform.rotation = transform.rotation; dam.transform.localScale = transform.localScale; dam.Activate(dropOffBox); // the location is now in use and cannot be used by any other dam inUse = true; // keep track of the dam for use later currentDam = dam; } else { Debug.Log("Trying to attach dam to in-use location -- this line should not be reached!"); } }
/* * Loads the game state of the turn in the list of saves to revert the game to */ public static void LoadGame() { // The turn number from the Pause Menu UI slider that we want to revert the game to int turn = (int)GameManager.Instance.pauseMenu.turnSlider.value; // List counters for each kind of tower we are loading in int currentAngler = 0; int currentRanger = 0; int currentSealion = 0; int currentTower = 0; // Clear all the existing towers foreach (TowerBase tower in GameManager.Instance.GetTowerList()) { Destroy(tower.transform.parent.gameObject); } // Grab the save from turn - 1 as we start at turn 0, but the pause menu slider starts at 1 Save loadSave = saves[turn - 1]; // Loop through each saved tower and load them back into the scene appropriately foreach (int towerType in loadSave.towerTypes) { // NOTE: This can also be accomplished with a Swicth statement, but this seems more readable for little loss of performance // Angler if (towerType == 0) { GameObject angler = Instantiate(GameManager.Instance.GetTowerPrefabs()[0]); AnglerTower towerScript = angler.GetComponent <AnglerTower>(); angler.transform.position = new Vector3(loadSave.towerPositions[currentTower][0], loadSave.towerPositions[currentTower][1], loadSave.towerPositions[currentTower][2]); angler.transform.rotation = Quaternion.Euler(loadSave.towerRotations[currentTower][0], loadSave.towerRotations[currentTower][1], loadSave.towerRotations[currentTower][2]); towerScript.turnPlaced = loadSave.anglerPlaced[currentAngler]; towerScript.fishCaught = loadSave.caughtFish[currentAngler]; towerScript.smallCatchRate = loadSave.anglerCatchRates[currentAngler][0]; towerScript.mediumCatchRate = loadSave.anglerCatchRates[currentAngler][1]; towerScript.largeCatchRate = loadSave.anglerCatchRates[currentAngler][2]; currentTower++; currentAngler++; } // Ranger else if (towerType == 1) { GameObject ranger = Instantiate(GameManager.Instance.GetTowerPrefabs()[1]); RangerTower towerScript = ranger.GetComponent <RangerTower>(); ranger.transform.position = new Vector3(loadSave.towerPositions[currentTower][0], loadSave.towerPositions[currentTower][1], loadSave.towerPositions[currentTower][2]); ranger.transform.rotation = Quaternion.Euler(loadSave.towerRotations[currentTower][0], loadSave.towerRotations[currentTower][1], loadSave.towerRotations[currentTower][2]); towerScript.turnPlaced = loadSave.rangerPlaced[currentRanger]; towerScript.slowdownEffectSmall = loadSave.rangerRegulateRates[currentRanger][0]; towerScript.slowdownEffectMedium = loadSave.rangerRegulateRates[currentRanger][1]; towerScript.slowdownEffectLarge = loadSave.rangerRegulateRates[currentRanger][2]; currentTower++; currentRanger++; } // Sealion else if (towerType == 4) { GameObject sealion = Instantiate(GameManager.Instance.GetTowerPrefabs()[4]); SealionTower towerScript = sealion.GetComponent <SealionTower>(); sealion.transform.position = new Vector3(loadSave.towerPositions[currentTower][0], loadSave.towerPositions[currentTower][1], loadSave.towerPositions[currentTower][2]); sealion.transform.rotation = Quaternion.Euler(loadSave.towerRotations[currentTower][0], loadSave.towerRotations[currentTower][1], loadSave.towerRotations[currentTower][2]); towerScript.turnPlaced = loadSave.sealionAppeared[currentSealion]; towerScript.maleCatchRate = loadSave.sealionCatchRates[currentSealion][0]; towerScript.femaleCatchRate = loadSave.sealionCatchRates[currentSealion][1]; currentTower++; currentSealion++; } // Dam else if (towerType == 2) { GameObject dam = Instantiate(GameManager.Instance.GetTowerPrefabs()[2]); Dam towerScript = dam.GetComponent <Dam>(); dam.transform.position = new Vector3(loadSave.towerPositions[currentTower][0], loadSave.towerPositions[currentTower][1], loadSave.towerPositions[currentTower][2]); dam.transform.rotation = Quaternion.Euler(loadSave.towerRotations[currentTower][0], loadSave.towerRotations[currentTower][1], loadSave.towerRotations[currentTower][2]); towerScript.turnPlaced = loadSave.damPlaced; currentTower++; } // Ladder else if (towerType == 3) { GameObject ladder = Instantiate(GameManager.Instance.GetTowerPrefabs()[3]); DamLadder towerScript = ladder.GetComponent <DamLadder>(); ladder.transform.position = new Vector3(loadSave.towerPositions[currentTower][0], loadSave.towerPositions[currentTower][1], loadSave.towerPositions[currentTower][2]); ladder.transform.rotation = Quaternion.Euler(loadSave.towerRotations[currentTower][0], loadSave.towerRotations[currentTower][1], loadSave.towerRotations[currentTower][2]); towerScript.turnPlaced = loadSave.ladderType; currentTower++; } } // Load in the generation of fish from this turn List <FishGenome> revertGeneration = new List <FishGenome>(); /* * This is lengthy. The gist is we COULD just grab the list via GetFish in FishSchool, but then the save * would not be potentially serializable if we want that in the future. So instead, we are reconstructing the * appropriate generation based on the counts of small, medium, and large fish (both male and female) we saved * at the place stage of that turn. */ // Small Male Fish FishGenePair[] SMgenes = new FishGenePair[FishGenome.Length]; FishGenePair sexPair; sexPair.momGene = FishGenome.X; sexPair.dadGene = FishGenome.Y; FishGenePair sizePair; sizePair.momGene = FishGenome.b; sizePair.dadGene = FishGenome.b; SMgenes[(int)FishGenome.GeneType.Sex] = sexPair; SMgenes[(int)FishGenome.GeneType.Size] = sizePair; FishGenome smallMGenome = new FishGenome(SMgenes); for (int i = 0; i < loadSave.smallMale; i++) { revertGeneration.Add(smallMGenome); } // Medium Male Fish FishGenePair[] MMgenes = new FishGenePair[FishGenome.Length]; sizePair.momGene = FishGenome.b; sizePair.dadGene = FishGenome.B; MMgenes[(int)FishGenome.GeneType.Sex] = sexPair; MMgenes[(int)FishGenome.GeneType.Size] = sizePair; FishGenome mediumMGenome = new FishGenome(MMgenes); for (int i = 0; i < loadSave.mediumMale; i++) { revertGeneration.Add(mediumMGenome); } // Large Male Fish FishGenePair[] LMgenes = new FishGenePair[FishGenome.Length]; sizePair.momGene = FishGenome.B; sizePair.dadGene = FishGenome.B; LMgenes[(int)FishGenome.GeneType.Sex] = sexPair; LMgenes[(int)FishGenome.GeneType.Size] = sizePair; FishGenome largeMGenome = new FishGenome(LMgenes); for (int i = 0; i < loadSave.largeMale; i++) { revertGeneration.Add(largeMGenome); } // Small Female Fish FishGenePair[] SFgenes = new FishGenePair[FishGenome.Length]; sexPair.dadGene = FishGenome.X; SFgenes[(int)FishGenome.GeneType.Sex] = sexPair; sizePair.momGene = FishGenome.b; sizePair.dadGene = FishGenome.b; SFgenes[(int)FishGenome.GeneType.Size] = sizePair; FishGenome smallFGenome = new FishGenome(SFgenes); for (int i = 0; i < loadSave.smallFemale; i++) { revertGeneration.Add(smallFGenome); } // Medium Female Fish FishGenePair[] MFgenes = new FishGenePair[FishGenome.Length]; sizePair.momGene = FishGenome.B; sizePair.dadGene = FishGenome.b; MFgenes[(int)FishGenome.GeneType.Sex] = sexPair; MFgenes[(int)FishGenome.GeneType.Size] = sizePair; FishGenome mediumFGenome = new FishGenome(MFgenes); for (int i = 0; i < loadSave.mediumFemale; i++) { revertGeneration.Add(mediumFGenome); } // Large Female Fish FishGenePair[] LFgenes = new FishGenePair[FishGenome.Length]; sizePair.momGene = FishGenome.B; sizePair.dadGene = FishGenome.B; LFgenes[(int)FishGenome.GeneType.Sex] = sexPair; LFgenes[(int)FishGenome.GeneType.Size] = sizePair; FishGenome largeFGenome = new FishGenome(LFgenes); for (int i = 0; i < loadSave.largeFemale; i++) { revertGeneration.Add(largeFGenome); } FishGenomeUtilities.Shuffle(revertGeneration); GameManager.Instance.school.nextGenerationGenomes = revertGeneration; // Remove future turns we reverted over and set the UI slider in the pause menu appropriately GameManager.Instance.pauseMenu.turnSlider.maxValue = turn; GameManager.Instance.pauseMenu.turnSlider.value = turn; GameManager.Instance.Turn = turn; GameManager.Instance.SetState(new PlaceState()); currentSaveIndex = turn; }
private Dam DataTableToEntity(DataTable dt) { Dam dam = new Dam(); if (Null.IsNotNull(dt) == true && dt.Rows.Count > 0) { if (Null.IsNotNull(dt.Rows[0])) { DataRow dr = dt.Rows[0]; if (Null.IsNotNull(dr["ID"])) { dam.ID = Convert.ToInt32(dr["ID"]); } else { dam.ID = 0; } if (Null.IsNotNull(dr["DamID"])) { dam.DamID = Convert.ToString(dr["DamID"]); } else { dam.DamID = string.Empty; } if (Null.IsNotNull(dr["DamName"])) { dam.DamName = Convert.ToString(dr["DamName"]); } else { dam.DamName = string.Empty; } if (Null.IsNotNull(dr["Latitude"])) { dam.Latitude = Convert.ToString(dr["Latitude"]); } else { dam.Latitude = string.Empty; } if (Null.IsNotNull(dr["Longitude"])) { dam.Longitude = Convert.ToString(dr["Longitude"]); } else { dam.Longitude = string.Empty; } if (Null.IsNotNull(dr["Description"])) { dam.Description = Convert.ToString(dr["Description"]); } else { dam.Description = string.Empty; } if (Null.IsNotNull(dr["Status"])) { dam.Status = Convert.ToString(dr["Status"]); } else { dam.Status = string.Empty; } } } return(dam); }
public AlarmLevel(int currentWaterLevel, Dam dam) { WaterLevel = currentWaterLevel; lowerLever = 400; Dam = dam; }